From 75cf0eaf677f182b3c75d62230508faf422a1669 Mon Sep 17 00:00:00 2001 From: LeRatierBretonnien Date: Tue, 24 Mar 2020 17:05:49 +0100 Subject: [PATCH] Re-org --- fr.json | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/fr.json b/fr.json index a8e394f..74e7357 100644 --- a/fr.json +++ b/fr.json @@ -1,6 +1,6 @@ { "WFRP4E.system.title" : "Warhammer 4ième édition", - "WFRP4E.system.description" : "Un système de jeu pour Warhammer 4 dans l'environnemenbt de Foundry VTT.", + "WFRP4E.system.description" : "Un système de jeu pour Warhammer 4 dans l'environnement de Foundry VTT.", "SETTINGS.InitRule" : "Règles d'initiative", "SETTINGS.InitHint" : "Configurez quelle méthode appliquer pour l'ordre d'initiative.", @@ -11,7 +11,7 @@ "SETTINGS.CapAdvIB" : "Limiter le nombre d'avantages au Bonus d'Initiative", "SETTINGS.CapAdvIBHint" : "Le nombre max. d'Avantages est égal au Bonus d'Initiative du personnage.", "SETTINGS.FastSL" : "DR Rapide", - "SETTINGS.FastSLHint" : "Déterminer le DR avec l'ioption DR Rapide du livre de règle, cf page. . TODO", + "SETTINGS.FastSLHint" : "Déterminer le DR avec l'option DR Rapide du livre de règle, cf page. . TODO", "SETTINGS.TestsAbove100" : "Tests au dessus de 100%", "SETTINGS.CriticalsFumblesAllTests" : "Criticals and Fumbles on all Tests", "SETTINGS.TestsAbove100Hint" : "Utiliser les règles optionnelles pour les tests au-dessus de 100%, tel que décrit p.TOTO. Une réussite permet de gagner +1DR pour chaque tranche pleine de 10% au-dessus de 100%.", @@ -478,9 +478,9 @@ "WFRP4E.LoreDescription.Hedgecraft" : "Hedgecraft spells cannot be cast without ingredients, which are an integral part of their spellcasting process.

Fortunately, the ingredients they use are easily found on the fringes of settlements and are usually herbs or plants. You receive 1 + SL ingredients on a successful foraging roll, using Lore (Herbs), as described under Gathering Food and Herbs, or you can buy them for 5 brass pennies each.", "WFRP4E.LoreDescription.Witchcraft" : "Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one Bleeding Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the Minor Miscast table unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs", - "WFRP4E.EncumbrancePenalties.Encumbered" : "–1 Movement (min: 3), –10 Agility, +1 Travel Fatigue", - "WFRP4E.EncumbrancePenalties.VeryEnc" : "–2 Movement (min: 2), –20 Agility (min: 10), +2 Travel Fatigue", - "WFRP4E.EncumbrancePenalties.MaxEnc" : "You're not moving.", + "WFRP4E.EncumbrancePenalties.Encumbered" : "–1 Mouvement (min: 3), –10 Agilité, +1 Fatigue de Voyage", + "WFRP4E.EncumbrancePenalties.VeryEnc" : "–2 Mouvement (min: 2), –20 Agilité (min: 10), +2 Fatigue de Voyage", + "WFRP4E.EncumbrancePenalties.MaxEnc" : "Vous ne pouvez plus vous déplacer.", "WFRP4E.Conditions.Ablaze" : "At the end of every Round, you suffer 1d10 Wounds, modified by Toughness Bonus and Armor Points on the least protected Hit Location, with a minimum of 1 Wound suffered. Each extra Ablaze Condition you have adds +1 to the Damage suffered; so, three Ablaze Conditions result in 1d10+2 Damage suffered.

One Ablaze Condition can be removed with a successful Athletics Test, with each SL removing an extra Ablaze Condition. The Difficulty for this Test is modified by circumstances: it’s much easier to put out a fire rolling around on sand than it is in the middle of an oil-soaked kitchen", "WFRP4E.Conditions.Bleeding" : "You are bleeding badly. Lose 1 Wound at the end of every Round, ignoring all modifiers. Further, suffer a penalty of –10 to any Tests to resist Festering Wounds, Minor Infection, or Blood Rot. If you reach 0 Wounds, you no longer lose Wounds and instead fall immediately unconscious (gain the Unconscious Condition). At the end of Round, you have a 10% chance of dying per Bleeding Condition you have; so, if you had 3 Bleeding Conditions, you would die from blood loss on a roll of 0–30. If a double is scored on this roll, your wound clots a little: lose 1 Bleeding.You cannot regain consciousness until all Bleeding Conditions are removed (see Injury)

A Bleeding Condition can be removed with: a successful Heal Test, with each SL removing an extra Bleeding Condition; or with any spell or prayer that heals Wounds, with one Condition removed per Wound healed.

Once all Bleeding Conditions are removed, gain one Fatigued Condition.",